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CAPTAIN TSUBASA -RIVALS-
  • 📈Introduction
  • 🎯Project Goals
    • Creating a New Game Experience
    • Realizing a Sustainable Economy
    • Value Enhancement in $TSUGT
  • 👕Player NFT and Training Functions
    • Rarity / Level
    • Parameter / VS Parameter
    • Attributes/Cards
    • Special skill
    • Skills
    • Support Slots/Characters
    • Physical Condition/Refresh
    • Player mint
    • Player Packs and Probability
    • Fusion
    • Inheritance(Special moves and Skills)
    • Stadium
  • ⚽Gameplay
  • 🔰Free to Play
    • Basic Rules
  • ⚽Rival Mode
    • Basic Rules
    • Cost: Energy
    • Reward: TSUBASAUT
    • Reward: Treasure Box/Items
  • 🏆PvP mode
    • Preparation
    • Game Flow
    • PvP Rules
    • Goalkeepers
    • Cost: PvP Tickets
    • Reward: Rival Cards
  • 🥇How to play ARENA
    • Match Preparation
    • Game Flow
    • New Feature: Position buffs
    • New Feature: Support players
    • Stamina
    • Retirement
    • Rules
    • Cost
    • Rewards
  • 👊How to play ARENA SpecialMatch
    • Cost
    • Opponents and Special rules
    • Rewards
  • 🛒Shop/ Market Place
  • 💙Invites/Rentals
  • 💰Tokens
    • Token Types
    • Suppression of Token Volatility
  • 🛣️Roadmap
  • 🔐Security
  • 📝Change log
  • 🇯🇵日本語 (Language)
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On this page
  • Turns
  • Condition of victory
  • Player Selection
  • Teams and Players
  • Commands
  • Super Technique Commands
  • Command power
  • Buffs
  • Command Affinity
  • Attribute Compatibility
  1. PvP mode

PvP Rules

Turns

PvP mode is a three-turn representation of a football match. The match is played over a total of three turns: offense, defense, and offense.

Turn
User
Opponent

1st

Offense

Defense

2nd

Defense

Offense

3rd

Offense

Defense

Condition of victory

Pattern
Turn 1
Turn2
Turn3
Result

1

Win

Win

-

Win(1-0)

2

Win

Lose

Win

Win(2-1)

3

Win

Lose

Lose

Lose

4

Lose

Win

Win

Win(1-0)

5

Lose

Win

Lose

Lose

6

Lose

Lose

Lose

Lose

7

Lose

Lose

Lose

Lose(0-1)

Player Selection

  • The number of players that can be selected depends on the formation rules.

  • The user can select any player for the offense turn and any player including goalkeepers for the defense turn.

Teams and Players

Each team formation is considered as a unit of three players.

If you use player 1 in turn 1,

player 1 cannot be selected in turn 2.

Commands

  • Choose an optional command for each turn.

  • Command options are as follows:

Offense
Defense
GK

Shoot

Block

Saving

Dribble

Tackle

Super Catch

Super Shoot

Super Block

Super Dribble

Super Tackle

Super Technique Commands

  • To use a Super Technique, users will consume the Super Technique Gauge.

  • At the start of the game, the user has four of these.

  • When activating a Super Technique, users can choose which gauge to use (1-4).

  • The number of gauges consumed determines the success rate of the Super Technique.

▼ Gauges and Success Rates

Gauge 1: 25% success

Gauge 2: 50% success

Gauge 3: 75% success

Gauge 4: 100% success

*If a Super Technique fails, parameters are calculated as a normal command.

Command power

There are three factors that affect the power of commands when deciding on a command.

Buffs

Each of the VS parameters (Toughness/Agility/Skill) is subject to a buffing effect by the Skill.

Command Affinity

Commands with a compatibility advantage have an additional effect of x 130% on the parameters.

Attribute Compatibility

The attributes of players and goalkeepers are compatible with each other.

  • Toughness is stronger than Skill

  • Agility is stronger than Toughness

  • Skill is stronger than Agility

*When playing against compatible combinations, an additional effect of 25% is added to the parameters.

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Last updated 1 year ago

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